#version 450

in vec3 WorldPos0;
in vec2 TexCoord0;
in vec3 Normal0;

uniform vec3 gLightDir;

out vec4 FragColor;

void main()
{
	if (WorldPos0.x > 0)
		FragColor = vec4(gLightDir, 1);
	else
		FragColor = vec4(gLightDir.x/2.0, gLightDir.y/2.0, gLightDir.z/2.0, 1);
}